//
//  SceneDelegate.swift
//  ljy_demo
//
//  Created by xiandao on 2025/9/3.
//

import UIKit
import Flutter
import FlutterPluginRegistrant

class SceneDelegate: UIResponder, UIWindowSceneDelegate {

    var window: UIWindow?
    var apFlutterEngine : FlutterEngine?
    var flutterVC : FlutterViewController?
    var tabbarVc: LWKTabBarController?

    func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
        // Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
        // If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
        // This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
        guard let windowScene = (scene as? UIWindowScene) else { return }
        setRootVC(windowScene: windowScene)
    }
    
    func setRootVC(windowScene: UIWindowScene) {
        self.window = UIWindow(windowScene: windowScene)
        
        apFlutterEngine = FlutterEngine(name: "ljy_flutter")
        apFlutterEngine?.run()
        if let engine = apFlutterEngine {
            GeneratedPluginRegistrant.register(with: engine)
            
            let flutterViewController = FlutterViewController(engine: engine, nibName: nil, bundle: nil)
            self.flutterVC = flutterViewController
            
            let tabBarNormalImages = ["tabbar_home_normal","tabbar_mine_normal"]
            let tabBarSelectedImages = ["tabbar_home_selected","tabbar_mine_selected"]
            let tabBarTitles = ["探索","我的"]
            
            let rootModel1 = LWKRootTabBarModel.init(title: tabBarTitles[0], imageNormal: tabBarNormalImages[0], imageSelected: tabBarSelectedImages[0], controller: flutterViewController)
            let tabBars = [rootModel1]
            self.tabbarVc = LWKTabBarController.init(config: self.getConfigModel(), tabBars: tabBars)
        }
        
        self.window?.rootViewController = self.tabbarVc
        self.window?.makeKeyAndVisible()
        self.tabbarVc?.bottomTabBarController?.tabBar.isHidden = true
        
        registerFlutter()
    }
    
    private func registerFlutter() {
        if let controller = self.flutterVC {
            LJYPluginRegistrant.registerFlutter(vc: controller)
        }
    }
    
    /// 定制 tabbar 和 navgationBar 样式
    ///
    /// - Returns: RootTabBarConfig 对象
    private func getConfigModel() -> LWKRootTabBarConfig {
        let rootConfig = LWKRootTabBarConfig()
        rootConfig.tabBarStyle = .center
        
        /// 是否 点击  动画
        rootConfig.isAnimation = true
        
        /// 点击 动画类型 scaleDown：小-大     rotation： 旋转
        rootConfig.animation = .scaleDown
        
        /// 中心按钮j 上浮高度
        rootConfig.centerInsetUp = 15
        
        return rootConfig
    }

    func sceneDidDisconnect(_ scene: UIScene) {
        // Called as the scene is being released by the system.
        // This occurs shortly after the scene enters the background, or when its session is discarded.
        // Release any resources associated with this scene that can be re-created the next time the scene connects.
        // The scene may re-connect later, as its session was not necessarily discarded (see `application:didDiscardSceneSessions` instead).
    }

    func sceneDidBecomeActive(_ scene: UIScene) {
        // Called when the scene has moved from an inactive state to an active state.
        // Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
    }

    func sceneWillResignActive(_ scene: UIScene) {
        // Called when the scene will move from an active state to an inactive state.
        // This may occur due to temporary interruptions (ex. an incoming phone call).
    }

    func sceneWillEnterForeground(_ scene: UIScene) {
        // Called as the scene transitions from the background to the foreground.
        // Use this method to undo the changes made on entering the background.
    }

    func sceneDidEnterBackground(_ scene: UIScene) {
        // Called as the scene transitions from the foreground to the background.
        // Use this method to save data, release shared resources, and store enough scene-specific state information
        // to restore the scene back to its current state.
    }
}
